68
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 07 Sep 2023
68 points (92.5% liked)
Games
16637 readers
688 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 1 year ago
MODERATORS
I don't mind the idea of an encumbrance system where it makes sense. Like, the idea of being able to carry whatever you want into combat feels obviously wrong to me, since you can just overwhelm any challenge with endless inventory - like you just grinded an endless supply of healing potions and smart-bombs. Encumbrance caused by your combat-relevant inventory creates the idea of a "build" of your character, it creates interesting decisions about which combat gear you're going to keep available to roll with (or non-combat gear if your game's core loop isn't combat-driven).
Although I do see the argument that it shouldn't be coupled to a weapon-durability system. I like weapon-durability as a way to make players fully explore all of the gear available instead of just getting "The Good One" and then never ever switching and making the optimal strategy super boring (yes, Steph Sterling, I'm That Guy) but it means working on the "build" of your character is constant fiddling and decision fatigue.
Either way, all that falls apart when it's stuff you're only carrying for saleable loot or for crafting materials. Unless you have an interesting and fun gameplay mechanic to provide supply-lines, that's just adding tedium for the sake of realism. Yes, it's not realistic that you can carry unlimited bricks, but taking that away doesn't add anything interesting to the game, it just adds tedium.